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Special-Case NPCs<br />
Non-player characters should generally be subject<br />
to the same rules as PCs. Needlessly dangling options<br />
in front of the players that they can’t exercise – but that<br />
the GM’s alter egos can – erodes GM-player relations.<br />
There are situations where it’s appropriate to make<br />
exceptions, however.<br />
Cinematic NPCs in Realistic Games: A martial-arts<br />
master with cinematic abilities provides a handy way<br />
to segue from a realistic campaign to a hybrid or cinematic<br />
one. Often he’s a teacher, helping the PCs develop<br />
cinematic abilities of their own. In a conspiracy or<br />
horror game – and even in some kinds of pulp and fantasy<br />
– a fighter with cinematic martial-arts abilities is a<br />
suitable opponent. In that case, it’s crucial that the GM<br />
portray the villain’s capabilities as mysterious and dangerous<br />
– like black magic – so that the players experience<br />
fear or moral superiority, not jealousy.<br />
Realistic NPCs in Cinematic Games: In games<br />
where the PCs are bouncing off walls and swinging<br />
from chandeliers, it’s traditional for “cannon fodder”<br />
NPCs to lack access to cinematic abilities and combat<br />
options that the PCs take for granted. If the campaign<br />
has horror overtones or focuses on epic moral conflict<br />
– both of which feature in many martial-arts movies –<br />
it’s true-to-genre for certain foes to be dangerous<br />
because a number of realistic rules apply when fighting<br />
them. For instance, the faceless knights of the evil<br />
overlord might have no special skills and rely on armor<br />
for defense . . . but hitting them with bare fists hurts<br />
(Harsh Realism for Unarmed Fighters, p. 124) and they<br />
fight dirty, chopping off limbs and targeting vital areas<br />
(Realistic Injury, pp. 136-139).<br />
Strengths: Gamers who like to play action heroes can pull<br />
it off by spending character points to buy successes or burning<br />
FP for extra effort. Players who prefer a trusty, no-frills<br />
sword or gun can have that, too – and the points they save<br />
by avoiding massive investments in flashy skills such as<br />
Acrobatics can buy combat skills that make them as effective<br />
as their showoff teammates. A fair compromise, but<br />
compare Rubber Realism (p. 240).<br />
Weaknesses: Too cinematic for some diehard realists,<br />
who will see enough of the pro-realism bias in the combat<br />
system to want more. Those who like cinematic games may<br />
be frustrated at the “glass wall” between them and the<br />
really cool optional rules. Powerful borderline-realistic PCs<br />
can do through brute force much of what cinematic<br />
ones can do with special abilities, defeating the point of<br />
choosing a realistic campaign.<br />
THE CINEMATIC CAMPAIGN<br />
The cinematic world is that of martial-arts movies and<br />
legend. In a cinematic game, martial artists can do the<br />
impossible – or at least the highly improbable. As with realistic<br />
games, abilities and combat rules both make a contribution<br />
to the overall “feel,” and the GM must make choices<br />
238 CAMPAIGNS<br />
that satisfy his expectations and those of his players. Below<br />
are some <strong>Martial</strong> <strong>Arts</strong>-specific guidelines to supplement the<br />
general advice on cinematic campaigns on pp. B488-489.<br />
Cinematic Characters<br />
Cinematic PCs (and NPCs) should have access to incredible<br />
abilities. As noted under Cinematic <strong>Martial</strong> Artists<br />
(p. 30), these can range from a few cinematic skills, through<br />
superhuman attributes and exotic advantages, to fullfledged<br />
super-powers – and perhaps include all of these<br />
things – depending on the GM’s plans for the campaign.<br />
Minimum power level is around 200 points, simply because<br />
the PCs have to be able to afford such abilities.<br />
Unlike realistic campaigns, cinematic campaigns don’t<br />
demand that abilities line up with occupations. The cook at<br />
the noodle stand is often a master of chopping more than<br />
vegetables, the foppish duke could be a deadly swordsman,<br />
and the mild-mannered reporter might be a superhero by<br />
night. What matters isn’t that a hero’s skills are realistic –<br />
because they won’t be – but that they’re consistent with the<br />
legends about his fighting style and with his personal style.<br />
Still, the templates in Chapter 2 can help players design<br />
many kinds of heroes found in martial-arts fiction – just<br />
apply the “Cinematic” lens! For instance, the ninja of legend<br />
would use the cinematic Assassin or Spy template, while an<br />
action-movie vigilante has the cinematic Crimefighter template.<br />
Several templates provide a “Tough Guy” lens for the<br />
player who wants his PC to thrive in a cinematic environment<br />
without flashy moves – an important archetype in<br />
many martial-arts tales.<br />
Cinematic heroes should have at least some of the cinematic<br />
skills, techniques, and Style Perks listed for their style<br />
in Chapter 5, and probably several optional traits. This<br />
makes the style lenses under Choosing a Style (pp. 144-146)<br />
unsuitable, since they specifically exclude cinematic skills<br />
and techniques. However, “Self-Defense” and “Trained by a<br />
Fraud” have a way of showing up in silly stories . . . and<br />
tough guys without cinematic skills often have the<br />
“Military,” “Police,” or “Street” lens.<br />
Above all, a cinematic PC or NPC needs a strong sense of<br />
his place in the campaign. Be he a bumbling fool with<br />
untapped talent, a brooding assassin, a square-jawed pulp<br />
hero, or a romantic swashbuckler, his personality, actions,<br />
fighting style, and gear should paint a single, vivid picture.<br />
For instance, cinematic ninja dress in black and use swords,<br />
not guns; pulp heroes do carry guns, but prefer fists; and<br />
swashbucklers use swords and pistols, but dress in lace and<br />
avoid skulking and brutish fisticuffs.<br />
Mad, Crazy Action<br />
Cinematic campaigns should move quickly and emphasize<br />
action over detail. When the heroes are taking on guns<br />
with fists and dashing up tree trunks, it’s missing the point<br />
to worry about how hard it is to stand up in armor (you can<br />
do acrobatics in armor!) or whether it’s possible to throw a<br />
Back Kick while seated (over the shoulder, of course!).<br />
Cinematic games should therefore avoid the high-detail<br />
options recommended for realistic campaigns in Combat<br />
Realism (pp. 237-238) – particularly those suggested under<br />
Gritty Realism. Instead, the GM should use the cinematic